-
-
Dammath Solitary, Large, Devious, Intelligent, Terrifying Bite & Claws (d10+4 damage 2 piercing) 20 HP 1 armor Forceful, Reach Special Qualities: Recovers health while in the sun; Mental communication with Ralphidian, Piercing yellow eyes Ralphidian's loyal steed, this creature is from a race of lizard-beasts long since lost to history. Though it cannot speak, it seems intelligent enough to know Ralphidian's desires even without a verbal command. Instinct: to serve its master
- Move with surprising speed
- Spit acidic saliva
-
Ralphidian the Jackal Solitary, Stealthy, Divine, Magical, Devious, Organized, Intelligent, Cautious, Hoarder Curse-Touched Khopesh (b[2d8+4] damage 2 piercing) 14 HP 3 armor Close Special Qualities: Immune to extreme weather Ralphidian the Jackal is one of many bandit warlords residing in The Scar, having earned himself a large following after his ruthless campaign of "ethnic cleansing" in Bruhmeen. While his exact location has been a mystery for some time, there are rumors among those in the know that Ralphidian has recently founded a new religion and appointed himself as a "high-priest." He claims that he now fears no man, beast or god, and welcomes challenges from anyone who doubts his newfound power. The result has been a trail of mangled corpses, with Ralphidian standing triumphant. Instinct: to take as much as he can for himself
- Attack the unwary
- Throw sand in an enemy's eyes
- Unleash his God's Wrath
- Unleash the danger of an agonizing, rotting, suffocating or withering attack
- Call upon the magical beasts of his God
-
Undeath-Thing Solitary, Large, Construct claws, teeth (d10+4 damage 2 piercing) 24 HP 3 armor Forceful Special Qualities: made of bone and rotten flesh The Undeath-Thing is what keeps the Orks of Molok-Ban from exploring deeper into the Fortress of Dawn. It was able to wipe out any number of Orks sent that way in the past, so noone attempt to go that way anymore. Instinct: to kill anyone it finds
- Stomp on someone until he's a pulp of blood and meat.
-
The Black Hand Solitary, Magical, Stealthy, Devious, Intelligent, Planar, Terrifying Black Dagger (b[2d8+2] damage 4 piercing) 20 HP 6 armor Close, Reach, Near, Far Special Qualities: Re-grows limbs; Perfect night-vision; Moves through shadows, Menacing aura There are many assassins. There is only one Black Hand. No one knows the Black Hand's true name or where he came from, but the legends and rumors surrounding him stretch back more than fifty years. Some claim him a demon, sent from the Abyss to torment and destroy. Others suspect he was trained in some sort of secret assassins' guild, whose influence spans the whole continent. In any case, his employment history includes powerful players in each of the Three Kingdoms, sometimes performing a job for one employer just to counteract his previous assignment's work. While he has never been known to switch sides while undertaking an assignment, once he receives his payment, his loyalty is only to the next bidder. His methods of assassination are as varied as the people he's allegedly killed, but his moniker comes from the most gruesome of his techniques. His hands, whether enchanted by a wizard or cursed by some unholy god, can melt a man's flesh until it sizzles and sloughs off the bone like piping hot porridge. While he prefers to kill quietly (that is, without his prey screaming in agony), his employers often request this method as a means of painful retribution. Not that it matters in the end--so long as he's paid. And once the job is done, he always gets paid. One way or another. Instinct: to kill for coin
- Strike from the shadows
- Throw his voice
- Conjure shadowy limbs
- Melt a target's face
- Crush a target's heart from afar